Overview
Mount Olympus is a large snowy land map whose usable continent occupies the middle of a much wider cliff field. Players begin opposite one another about 95 meters from the center. A raised summit breaks the direct route between them, but four ramps make the high ground crossable rather than sealing it off.
Four smaller cliffs complicate the mainland lanes, while as many as six relic sites extend beyond the continent edge on raised approaches. Food, long-term Gold, and both expansion tiers spread around the summit instead of occupying it, so scouting the routes between high ground matters more than the map's raw size suggests.
Treat the summit as a four-door crossroads. Holding a ramp can shorten your own reinforcement line, but the outer mainland and relic approaches keep alternate routes open for raids and counter-movement.
Mount Olympus & Outer Cliffs
The map first forms one snowy, grass-flecked continent across 60% of the field. Everything beyond its cliff edge remains a broad impassable massif. Ordinary land units stay on the continent except where purpose-built relic approaches carry them out to isolated shrines.
At the exact center, a 32-meter radius-equivalent summit rises above the mainland. Its outline varies, but it always receives four ramps. In a normal match the plateau holds a Temple of the Gods with six torches on a 16-meter ring, making the summit a visible landmark as well as a movement gate.
| Terrain layer | Scale | Movement role |
|---|---|---|
| Main continent | 60% of map area | Ordinary bases, economy, and army routes |
| Central summit | 32 m radius · 4 ramps | Crossable high ground with limited entries |
| Outer cliff field | Remaining canvas | Impassable boundary and mountain scenery |
| Relic approaches | Up to 6 · 20 m wide | Raised exceptions leading to outer shrines |
The overhead shows one accepted summit shape and set of outer approaches. The stable structure is a four-ramp center inside a cliff-bounded continent; individual ramp headings, cliff outlines, shrine platforms, and approach curves change with the seed.
Cliffs & Routes
Standard 1v1 attempts two smaller cliffs on each player's side, four total. Each covers 75–100 tiles and independently has an even chance to rise 5–10 height units or drop 15 units. None receives a ramp, so armies must route around these obstacles.
Interior cliffs stay 25 meters from the summit, the continent edge, and one another, and 20 meters from buildings. That spacing prevents one solid wall but leaves changing corridors between bases, summit ramps, expansion sites, and the outer relic approaches. Four much larger corner mountains remain outside the playable continent and do not add another cross-map route.
There are no fixed cliff-layout names. The macro structure stays recognizable, but the useful lane in one seed can become a longer bend around raised or sunken terrain in the next.
Food
A successful normal Standard 1v1 layout contains 15,500–23,500 initial finite Food, with 19,375 expected. The total includes goats at their initial value and excludes the separate wolf-or-bear predator layer.
Opening and close food
| Package | Per player | Distance | Food on map |
|---|---|---|---|
| Starting deer | 7–8 | Inside tower vision | 2,800–3,200 |
| Starting berries | 4–6 bushes | Opening area | 1,200–1,800 |
| Starting chickens | 4–6 | Opening area | 800–1,200 |
| Close deer | 2 groups of 5–9 | 60–90 m | 4,000–7,200 |
Far hunt, berries, and goats
| Package | Per player | Distance | Map-wide result |
|---|---|---|---|
| Far hunt · equal thirds | 5–9 elk, 5–9 caribou, or 2–3 aurochs | 80–110 m | 2,000–3,600 · 2,700 expected |
| Later berries | 2 groups of 7–9 bushes | 70+ m | 4,200–5,400 |
| Close goats | 1 group of 2–3 | 50–70 m | 4–6 goats |
| Later goats | 1–2 groups of 1–2 | 70+ m | 2–8 goats |
The far species roll is shared across both players, and the close deer use one shared group-size roll, so the food count stays even even when its locations differ. Later hunt and berries stay outside tower vision, settlement space, the summit, and the raised relic routes; their 50-meter spacing spreads the economy across several lanes.
Ten to twenty-two goats appear across the map. They hold 500–1,100 Food initially, 775 expected, or 3,000–6,600 when fully fattened. The later goat rolls are independent, so both the number of groups and the animals in each group can change.
Predators
From 80 meters outward, each player can receive one or two groups of wolves or bears. The shared 50/50 species roll and the group-size rolls produce 500–2,000 dangerous predator Food, 1,125 expected. Predators stay 80 meters from every start and remain separate from dependable hunt.
Wood
Mount Olympus uses a custom snowy forest mix rather than one uniform tree. Snow pines, green pines, and dead pines appear in a 4:2:1 weighting with snowy plants and small rocks beneath them, so forest silhouettes and working edges vary from camp to camp.
| Forest layer | Map-wide attempts | Area | Geography |
|---|---|---|---|
| Starting | 6 | 50–75 tiles | Near the two starts |
| Continent edge | 16 | 50–100 tiles | On land within 8 m of the outer cliff boundary |
| Mainland | 12 | 50–100 tiles | Across playable interior ground |
| Outer decoration | 40 | 25–50 tiles | At least 10 m inside impassable terrain |
The thirty-four accessible forests stay 26 meters apart and outside Town Centers and farm-capable settlement space. Edge forests also keep 15 meters from the smaller cliffs, while the starting and mainland layers preserve room around impassable ground and relic approaches. Starting stragglers and ten scattered pines add local Wood.
Do not count the forested outer mountains as banked Wood. Forty small forest areas are deliberately placed beyond ordinary land access, and area size does not reveal a fixed tree count or Wood total for the accessible layers.
Gold Mines
A successful layout contains 54,000–66,000 Gold, with 60,000 expected. Each player has one 3,000-Gold starting mine, but the other 48,000–60,000 Gold lies beyond the opening reserve on the playable continent.
| Layer | Mines on map | Distance | Gold |
|---|---|---|---|
| Starting | 2 medium | Opening area | 6,000 |
| Paired close | 2 large | 50–70 m · forward | 12,000 |
| Optional close · 50% | 0 or 2 large | 50–70 m · forward | 0 or 12,000 |
| Outer | 6 large | 75+ m from every start | 36,000 |
Later mines stay 50 meters apart, at least 10 meters outside the summit, and clear of tower vision, expansion space, 40-meter corners, and the raised relic approaches. The long-term Gold therefore occupies the mainland routes around Olympus rather than the summit or the outer shrine platforms.
Settlements & Map Control
Each player can receive two symmetric expansion settlements. The first sits 60–80 meters away with a backward lean; the second reaches 80–120 meters with an aggressive lean. Both preserve farm space, avoid tower vision and impassable terrain, and the farther tier also avoids the map edge.
Their final lanes are not fixed to a particular summit ramp or relic approach. One seed can give a clean rearward economic anchor and a contested forward site; another can make the same distance tiers approach different sides of an interior cliff. Securing a settlement therefore means checking its exits around Olympus, not just its distance home.
Relics
Mount Olympus can place three relic sites per player, six total. The paired sites begin at least 60 meters from every start and remain 60 meters apart. Unlike ordinary resources, they sit just beyond the main continent's cliff edge rather than on the mainland itself.
Each accepted site receives a small raised platform with a relic and shrine, then a 20-meter-wide raised approach to the nearest suitable mainland point. The platform covers 250–300 tiles, while the route endpoint keeps 16 meters from impassable terrain and 20 meters from buildings.
Relic control pulls armies toward the continent edge. The six approach curves and their mainland endpoints vary, so a shrine may extend a useful flank in one seed and terminate behind an awkward cliff route in another.
This overview covers the current stock normal Standard-size 1v1 path in mount_olympus.xs, cross-checked against mount_olympus.xml, standardmaps.set, official strings, canonical resource values, and the native Scenario Editor workbook. Food and Gold ranges assume successful constrained placements; the script does not inspect most individual build results or add Mount-specific fallback packages. The relic platform and path stage runs only after its shared location pass succeeds. The supplied archive does not include lib2/rm_core.xs or lib2/rm_connections.xs, so starting bands, tower-vision radii, default class clearances, pair-separation constants, retry budgets, and final fallback behavior remain unnumbered. The workbook's 22,700 Food and 66,000 Gold are one observed seed inside the source envelope; its Mount Olympus Wood cell is blank. The approved overhead is a separate example seed and supplies no hidden distances, probabilities, completion counts, or Wood estimate. Large-map, non-1v1, King of the Hill decoration, Gameathlon, and Mount Olympus Re-imagined material are excluded. Strategic conclusions are Prostagma interpretation of the documented terrain, placement, and distance relationships, not claims of designer intent.
- Official game stringQuoted game copy
- Game script inspectionPlacement rules and requested ranges
- Scenario Editor observationScenario Editor totals and layout
- Derived calculationTransparent calculations from sourced values
- Strategic analysisPlayer-facing interpretation